Procedurally generating wear on an object?
A completely different way of simulating wear on an object, with the benefit of using only Modifiers, is Decimate in conjunction with Subsurf. The attached screenshot shows the default cube simply run through Remesh, Decimate->Collapse, Decimate->Un-Subdivide, then Subsurf. There is a lot of flexibility in this approach; changing almost any of the parameters in any of the modifiers subtly alters the distortions on the cube.